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SA Bazaar Rogue

  • Last updated Nov 9, 2020 (Scholomance Academy)
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  • 9 Minions
  • 21 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Oil Rogue
  • Crafting Cost: 4920
  • Dust Needed: Loading Collection
  • Created: 9/29/2020 (Scholomance Academy)
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  • JoBo
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Watched a legendstuff video, wanted to make it wild

high focus on tempo, lots of draw, and high attack weapons, 
It plays very similar to face hunter if it had resource generation and card draw

not sure if Steeldancer is good for payoff just yet, might do some testing, deck moves pretty aggressively 

also not sure if the deck needs a 5 (Leeroy Jenkins, Loatheb or Jandice Barov) to top the curve

having constant 3/2 weapon from quest means Deadly Poison, Vulpera Toxinblade and Tinker's Sharpsword Oil are always a good play ways for you to finish your opponent off, to remove a threat or to apply pressure.

Secret Passage is the secret sauce of this deck, which you can use to fetch quest activators, oil damage, Beneath the Grounds (if against reno), Cutting Class and lethal.
even at 4 cards, it still does so much for you.

mulligan for quest activators and Secret Passage, you ideally want to use one to get to the midgame, and then one to close the game out both to get the game rolling as fast as possible, because with Dirty Tricks and Cutting Class along with all your resource generation, you will not be out of gas at the end of the game.

I'll write how i go later on :) done


discovered many new things while testing, mainly that Secret Passage is nuts with quest, because cards taken out of hand and then put back in count towards quest, basically means you can complete it with 1x Clever Disguise and nothing else

this means:

dream mulligan is Clever Disguise and Secret Passage, but all the one drops that add something to your hand are all worth keeping and Mad Scientist
with this hand, you go: Turn 1 quest, turn 2 Clever Disguise and turn 3 Secret Passage into whatever you draw into. At the end of turn 3 your quest will be done and you can blade on turn 4.

swapped out cards that either weren't doing enough or were too slow and swapped them for better ones

also mapped out a kind of gameplan:

Early turns 1-4 is just getting your shit together and keeping your opponent's stuff in check
Mid turns 5-8 you want to have completed quest, dagger basically every turn, draw as much as possible, play cards you generated and try to find oil damage (Deadly PoisonVulpera ToxinbladeTinker's Sharpsword Oil)
Later turns 9+ is where you close the game out through control of the board with tempo cards and big weapon, resources such as board clears, healing and other things your opponent might have and ultimately beating your opponent down until you can set up a 20+ damage turn 
the ways opponents get over you are: If a druid/pirate warrior/aggro rogue gets a turn 1 15/15 or if they can out tempo you and keep up with your threats, which means reno priest could or could not be a terrible matchup depending on our skills

will post another edit soon !!!!

edit 2:

swapped Mad Scientist for Shadowstep, getting more thief plays is better than a 0 card 2/2